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path: root/game/client/tf/tf_fx_ejectbrass.cpp
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-rw-r--r--game/client/tf/tf_fx_ejectbrass.cpp109
1 files changed, 109 insertions, 0 deletions
diff --git a/game/client/tf/tf_fx_ejectbrass.cpp b/game/client/tf/tf_fx_ejectbrass.cpp
new file mode 100644
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--- /dev/null
+++ b/game/client/tf/tf_fx_ejectbrass.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Game-specific impact effect hooks
+//
+//=============================================================================//
+#include "cbase.h"
+#include "c_te_effect_dispatch.h"
+#include "tempent.h"
+#include "c_te_legacytempents.h"
+#include "tf_shareddefs.h"
+#include "tf_weapon_parse.h"
+#include "econ_item_system.h"
+
+#define TE_RIFLE_SHELL 1024
+#define TE_PISTOL_SHELL 2048
+
+extern CTFWeaponInfo *GetTFWeaponInfo( int iWeapon );
+
+//-----------------------------------------------------------------------------
+// Purpose: TF Eject Brass
+//-----------------------------------------------------------------------------
+void TF_EjectBrassCallback( const CEffectData &data )
+{
+ const char *pszBrassModel = NULL;
+
+ // If we got given a definition index, see if it has a brass model override
+ if ( data.m_nDamageType )
+ {
+ CEconItemDefinition *pDef = ItemSystem()->GetStaticDataForItemByDefIndex( data.m_nDamageType );
+ if ( pDef )
+ {
+ pszBrassModel = pDef->GetBrassModelOverride();
+
+ // Allow weapon definitions to disable brass ejection
+ if ( pszBrassModel && !pszBrassModel[0] )
+ return;
+ }
+ }
+
+ // Otherwise, use the weapon default
+ if ( !pszBrassModel || !pszBrassModel[0] )
+ {
+ CTFWeaponInfo *pWeaponInfo = GetTFWeaponInfo( data.m_nHitBox );
+ if ( pWeaponInfo )
+ {
+ pszBrassModel = pWeaponInfo->m_szBrassModel;
+ }
+ }
+
+ if ( !pszBrassModel || !pszBrassModel[0] )
+ return;
+
+ Vector vForward, vRight, vUp;
+ AngleVectors( data.m_vAngles, &vForward, &vRight, &vUp );
+
+ QAngle vecShellAngles;
+ VectorAngles( -vUp, vecShellAngles );
+
+ Vector vecVelocity = random->RandomFloat( 130, 180 ) * vForward +
+ random->RandomFloat( -30, 30 ) * vRight +
+ random->RandomFloat( -30, 30 ) * vUp;
+
+ float flLifeTime = 10.0f;
+
+ model_t *pModel = (model_t *)engine->LoadModel( pszBrassModel );
+ if ( !pModel )
+ return;
+
+ int flags = FTENT_FADEOUT | FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_HITSOUND | FTENT_ROTATE;
+
+ if ( data.m_nHitBox == TF_WEAPON_MINIGUN )
+ {
+ // More velocity for Jake
+ vecVelocity = random->RandomFloat( 130, 250 ) * vForward +
+ random->RandomFloat( -100, 100 ) * vRight +
+ random->RandomFloat( -30, 80 ) * vUp;
+ }
+
+ Assert( pModel );
+
+ C_LocalTempEntity *pTemp = tempents->SpawnTempModel( pModel, data.m_vOrigin, vecShellAngles, vecVelocity, flLifeTime, FTENT_NEVERDIE );
+ if ( pTemp == NULL )
+ return;
+
+ pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-512,511);
+ pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-255,255);
+ pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-255,255);
+
+ pTemp->hitSound = TE_PISTOL_SHELL;
+
+ pTemp->SetGravity( 0.4 );
+
+ pTemp->m_flSpriteScale = 10;
+
+ pTemp->flags = flags;
+
+ // don't collide with owner
+ pTemp->clientIndex = data.entindex();
+ if ( pTemp->clientIndex < 0 )
+ {
+ pTemp->clientIndex = 0;
+ }
+
+ // ::ShouldCollide decides what this collides with
+ pTemp->flags |= FTENT_COLLISIONGROUP;
+ pTemp->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+}
+
+DECLARE_CLIENT_EFFECT( "TF_EjectBrass", TF_EjectBrassCallback ); \ No newline at end of file